Ancestry and Background
First, a character has an ancestry. This refers to the in-born biological abilities of your character, which in 5e can hold supernatural significance. For example, while your character might be a Human, they might also be an Elf, Gnome, or demon-blooded Tiefling.
Second, a character has a background. While many elves, for instance, are raised in predominantly elven cities and would be considered to be Fey-Touched, many characters are raised in more diverse cultures. A human might be raised by elves, and an elf might be raised in a Cosmopolitan city where they were influenced by a diversity of culture. Alternatively, perhaps your elf did not go through the same schooling as their peers, and instead went to a Militant academy. Your background represents the common skills and training learned by most members of your social circle growing up.
Your character will have special skills and abilities afforded by both your ancestry and your background. Each ancestry and each background are balanced so that they have approximately equal advantages, though as with all advantages, some may be better equipped for certain challenges than others.
Ancestry and Background replace the 'race' and 'background' systems from baseline 5e and do not work the same way. Click here for information as to how to use baseline 5e races alongside the new Elkan 5e ancestry and culture system (1).
Ancestry
Below we have listed every Ancestry in the Elkan5e ruleset. When creating a character, you should select an Ancestry, then a Background. Ancestry gives you most of your powerful racial abilities, but each Ancestry is a viable choice for any character archetype.
Unless otherwise indicated, an ancestry belongs to the type 'humanoid'.
Aasimar
Aasimar are mortals with a parent or ancestor who is an angel or other celestial creature. Usually, an aasimar looks most like their mortal ancestry, but with yellow glowing eyes and shiny skin. Sometimes, an aasimar has a halo or vestigial wings too weak too allow the aasimar to fly.
Type: Celestial
Size: Medium or Small
Walking Speed: 30 ft.
Language: Celestial
Senses: Darkvision 60 ft.
Cantrips: Thaumaturgy
Damage Resistance: Necrotic and Radiant

In the world of Elkan, aasimar are rare. The largest population of aasimar are human aasimar, and live with their angelic parents or ancestors in lands controlled by the Solar Hegemony. People usually assume aasimar are trustworthy people, but this trust is unearned. Those who know better view aasimar as being closer to their mortal heritage than anything else.
Changeling
Changelings vary in origin by setting, but are typically creatures of partial fey ancestry or born of a curse. Changelings have an inhuman humanoid form, and can change their appearance at will. They often adopt identities and a static appearance for most of their lives, but some have multiple identities they morph between on a regular basis. Concepts of gender or race don't always hold the same meaning for changelings.
Type: Fey
Size: Medium or Small
Walking Speed: 30 ft.
Senses: Darkvision 60 ft.
Shapeshifting
You shift your form, adopting a new appearance and body shape.
Action - Self - Permanent
You decide what you look like, including your facial features, hair length, height, weight, sex, skin color, sound of your voice, etc. You can replicate the appearance of someone you've seen. You can't appear as a size other than medium or small, and you can't gain extra limbs or other body parts, and you can't gain any extra abilities. You revert to your default form if you are reduced to 0 hit points (but not when you sleep).
In the world of Elkan, changelings are most often found in Morventry (where they are praised as performers) or the wilds of Maronne (where they are protected by druids and fey creatures). Changelings are usually born to changeling or shapeshifting parents. If either parent was shapeshifting during conception or pregnancy, the child may be changed and become a changeling prior to birth. As a result, spellcasters or parents who have been cursed may give birth to a changeling and find themselves horrified or unprepared for the shapeshifting blob. Young changelings often face much ridicule, as their impulsive shapeshifting may cause social difficulties growing up.
Construct
Constructs vary wildly by individual. Some are golems hand-crafted by mages, while others are industrial workers or soldiers mass produced for a single purpose. Either way, a player character with the construct ancestry was created and instilled with a soul and the ability to think and make decisions for themselves.
Type: Construct
Size: Medium or Small
Walking Speed: 30 ft.
Condition Immunity: Poisoned
Damage Immunity: Poison
Inorganic Form
You are immune to disease, effects that require you to breathe, and effects that put you to sleep.
You don't breathe, drink, eat, or sleep like a human would. You do still rest, during which you must remain motionless but remain conscious.
Soul Gem
Despite being created in a way many consider unnatural, you do have a soul, and your body is bound together in a way that magic will most often treat you as a living creature.
You can be healed, raised from the dead, and otherwise affected by healing magic that normally cannot affect constructs. Magic that restores body parts can restore your soul gem if it is destroyed or attach replacement parts to your body.
In the world of Elkan, constructs that can think are rare, and are usually created by powerful mages for use by nobility or elite mercenary companies. Most commonly, they are found in the indulgent nation of Karsa, where elves spend untold riches for extravagant luxuries, which can include thinking constructs. Karsan constructs are often entertainers, personal servants, or even gladiators, and come in all shapes, sizes, and materials.
Dragonborn
Dragonborn are humanoid lizards with the blood of dragons running through their veins. In some settings, they are directly descendants of dragons in some way, and in some settings they are created magically by draconic gods. Dragonborn can also refer to half-dragons, the humanoid lizard-like offspring created when a dragon, shapeshifted into a mortal, produces offspring with a mortal. Dragonborn often have heads resembling the dragon corresponding to their color.
Type: Dragon
Size: Medium
Walking Speed: 30 ft.
Language: Draconic
Senses: Darkvision 60 ft.
Damage Resistance: Varies by bloodline.
Breath Weapon: Varies by bloodline. The DC for this ability equals 8 + your proficiency bonus + charisma or constitution modifier (whichever is higher).

In the world of Elkan, young dragonborn are injected with the blood of dragons when they are born, transforming them into magical creatures. Those without draconic ancestry almost never survive. After this process, dragonborn belong to a 'Bloodline', corresponding to the color of the dragon whose blood awakened them. The chromatic dragons- the red, blue, green, white, and black dragons- forcibly control their dragonborn servants. Belonging to one of the chromatic bloodlines means that you likely had to escape. The metallic dragons- the gold, silver, bronze, brass, and copper dragons- are more benevolent and allow dissatisfied dragonborn to venture into the world.
Regardless, joining a Bloodline means you are unable to join another (trying would kill you), and you will forever have impulses to act similarly to the personalities of your Bloodlines. While you can control these impulses, it is a lifelong struggle.
Black Bloodline
Breath Weapon (1/Long Rest)
You spew a jet of acid.
Action - 30 ft. line (5 ft. wide) - 1/Long Rest - Magical
Dexterity Save
Failure: 3d6 acid damage*
Success: Half damage.
*At Higher Levels: This ability's damage increases by 3d6 when you reach 5th level (6d6), 11th level (9d6), and 17th level (12d6).
The black dragons of Elkan live in the swamps of Ananua, where they mercilessly hunt whatever intelligent prey they can find. They enjoy inflicting horrible pain upon sentient creatures. Members of the Black Bloodline feel an intrusive sense of satisfaction from watching creatures in physical pain.
Blue Bloodline
Breath Weapon (1/Long Rest)
You breathe a stream of forking lightning.
Action - 30 ft. line (5 ft. wide) - 1/Long Rest - Magical
Dexterity Save
Failure: 3d6 electric damage*
Success: Half damage.
*At Higher Levels: This ability's damage increases by 3d6 when you reach 5th level (6d6), 11th level (9d6), and 17th level (12d6).
The blue dragons of Elkan live in the Sands of Nad, where they compete with each other for fame and status. They enjoy wielding their power over lesser creatures to mock or even ruin them. Members of the Blue Bloodline feel an intrusive desire to force weaker creatures to do things against their will.
Brass Bloodline
Breath Weapon (1/Long Rest)
You breathe a colorful cloud of stars.
Action - 20 ft. cone - 1/Long Rest - Magical
A creature that is already asleep or unconscious has disadvantage on this save
Wisdom Save
Failure: 2d6 psychic damage*
Success: Half damage.
If a creature is reduced to 0 hit points with this breath weapon, the creature falls unconscious, does not roll death saving throws or die as a result of this damage, and cannot wake for 1 hour.
*At Higher Levels: This ability's damage increases by 2d6 when you reach 5th level (4d6), 11th level (6d6), and 17th level (8d6).
The brass dragons of Elkan live in the desert known as the Dreamscape, living much of their lives in a collective lucid dream. They are thoughtful dreamers, withdrawn from the world around them. Members of the Brass Bloodline struggle not to lose focus and drift into daydreaming, sometimes even in reverie for hours at a time.
Bronze Bloodline
Breath Weapon (1/Long Rest)
You roar, blasting enemies backwards with sonic force.
Action - 20 ft. cone - 1/Long Rest - Magical
Strength Save
Failure: 2d6 sonic damage*, and the target is pushed up to 10 ft. away from you.
Success: Half damage.
*At Higher Levels: This ability's damage increases by 2d6 when you reach 5th level (4d6), 11th level (6d6), and 17th level (8d6).
The bronze dragons of Elkan live in coastal reefs near the Blasted Steppes. They are proud vigilantes and bounty hunters. Members of the Bronze Bloodline find it difficult not to start fights with those they consider evil or even just amoral.
Copper Bloodline
Breath Weapon (1/Long Rest)
You spew heavy caustic globs which stick to enemies and hinder them.
Action - 20 ft. cone - 1/Long Rest - Magical
Dexterity Save
Failure: 2d6 acid damage*, and the target is slowed until the end of your next turn.
Success: Half damage.
*At Higher Levels: This ability's damage increases by 2d6 when you reach 5th level (4d6), 11th level (6d6), and 17th level (8d6).
The copper dragons of Elkan live in secret, hiding throughout the world. They are kind, but unreliable guides to remote places. Members of the Copper Bloodline find it hard not to play petty pranks on those they don't like.
Gold Bloodline
Breath Weapon (1/Long Rest)
You breathe a twisting white gas which cripples enemies.
Action - 20 ft. cone - 1/Long Rest - Magical
Constitution Saving Throw
Failure: 2d6 poison damage*, and the target is poisoned for 1 minute (save ends)
Success: Half damage.
If a creature is reduced to 0 hit points with this breath weapon, the creature falls unconscious, does not roll death saving throws or die as a result of this damage.
*At Higher Levels: This ability's damage increases by 2d6 when you reach 5th level (4d6), 11th level (6d6), and 17th level (8d6).
The gold dragons of Elkan live on the Untouchable Shores, the magical mists preventing travelers from getting close. They often intervene to prevent tyrants from rising to power nearby. Members of the Gold Bloodline often feel they know what's best for others, even those they barely know.
Green Bloodline
Breath Weapon (1/Long Rest)
You breathe noxious green gas.
Action - 20 ft. cone - 1/Long Rest - Magical
Constitution Save
Failure: 3d6 poison damage*
Success: Half damage.
*At Higher Levels: This ability's damage increases by 3d6 when you reach 5th level (6d6), 11th level (9d6), and 17th level (12d6).
The green dragons of Elkan live in the Roots, where they run wild with twisted fey courts. They are narcissists, and create elaborate schemes to stroke their own egos. Members of the Green Bloodline have difficulty realizing that they are less than perfect, and find it comes naturally to blame others for their failures.
Red Bloodline
Breath Weapon (1/Long Rest)
You breath a great blast of fire.
Action - 20 ft. cone - 1/Long Rest - Magical
Dexterity Save
Failure: 3d6 fire damage*
Success: Half damage.
*At Higher Levels: This ability's damage increases by 3d6 when you reach 5th level (6d6), 11th level (9d6), and 17th level (12d6).
The red dragons of Elkan live in the Ashen Mountains, where they rule over their dragonborn, dwarf, and kobold slaves. They are tyrants, and will destroy any who get in the way of their domination. Members of the Red Bloodline feel an intrusive desire to dominate weaker creatures and suffer no insult.
Silver Bloodline
Breath Weapon (1/Long Rest)
You breathe a beam of ice crystals which attempt to fix to your target.
Action - 30 ft. line (5 ft. wide) - 1/Long Rest - Magical
Constitution Save
Failure: 2d6 cold damage*, and the target is restrained until the end of your next turn.
Success: Half damage.
*At Higher Levels: This ability's damage increases by 2d6 when you reach 5th level (4d6), 11th level (6d6), and 17th level (8d6).
The silver dragons of Elkan live in Alfand, where they protect high elven communities. They are staunch protectors, but tend to only care about their own. Members of the Silver Bloodline often struggle to look beyond their own community or social circle's problems.
White Bloodline
Breath Weapon (1/Long Rest)
You breathe a powerful blast of cold air.
Action - 20 ft. cone - 1/Long Rest - Magical
Constitution Save
Failure: 3d6 cold damage*
Success: Half damage.
*At Higher Levels: This ability's damage increases by 3d6 when you reach 5th level (6d6), 11th level (9d6), and 17th level (12d6).
The white dragons of Elkan live in remote tundras, hiding from their many draconic enemies. They are bullies, taking out their anger on whoever is smaller than them. Members of the White Bloodline have intrusive thoughts that the only way to overcome their own weaknesses is to victimize others.
Dwarf
Dwarves look like short, stout humans, though they vary in height from 4 to 5 ft. They tend to be well-muscled and hardy, but dwarves raised in non-dwarven cultures show more variability in build. Dwarves can almost universally grow beards (not just male dwarves), and have a legendary tolerance to alcohol.
Size: Medium
Walking Speed: 30 ft.
Senses: Darkvision 120 ft.
Damage Resistance: Poison
Dwarven Resilience
You have advantage on saves against the poisoned condition.
Sturdy
You have advantage on any saving throw against an effect that would knock you prone or push you.

In the world of Elkan, dwarves tend to live among their own. The largest population of dwarves live in Ironhome, where dwarves cover themselves constantly in metal armor, drink beer, and teach their young to stay true to family traditions. Another significant population, the Red Dwarves, have been imbibing the blood of red dragons and bowing to their draconic overlords for generation. Dwarves are stereotyped as a thick headed people by most of their neighbors.
Elf
Elves look like thinner humans with pointed ears. They tend to be classically attractive, with clear skin and symmetrical faces, though shorter than humans by a few inches on average. Elves are relatively hairless and few can grow facial hair.
Size: Medium
Walking Speed: 30 ft.
Senses: Darkvision 60 ft.
Keen Sight and Hearing
You have advantage on perception checks, except where you cannot use either sight or hearing. Note that when you have advantage, your passive perception increases by 5.
Fey Ancestry
You are immune to spells and magical effects that would put you to sleep, and you have advantage on saves against the charmed condition.
In the world of Elkan, elves are the most common race worldwide other than humans. The pale High Elves of Ishiki live an isolationist life on their hidden island, but exiles from their lands have colonized much of the main continent. The tanned Wood Elves of Ananua, so named for the boats they built after cutting sacred forests, live in shrouded settlements in the south of Elkan. By far the most numerous are the brown-skinned Dark Elves, who have founded several prominent merchant houses in the north of Elkan. Unlike many other settings, the different ethnic groups of elves in Elkan are nearly identical biologically.
Genasi
Genasi are usually humanoids with partial elemental ancestry. Sometimes a genasi is created by fusing a humanoid with elemental magic. While they are mortal, and may not have been born on one of the elemental planes, they nonetheless bear many traits of elemental creatures.
Type: Elemental
Size: Medium or Small
Walking Speed: 30 ft.
Senses: Darkvision 60 ft.
Cantrips: Varies by type
Damage Resistance: Varies by type
Language: Varies by type
In the world of Elkan, genasi are rare except in regions with an active portal to one of the elemental planes. Each of the elemental planes has one major gateway that allows travelers to move between planes. Each of these portals are either remote, guarded, or difficult to reach.
Air Genasi
Air genasi are usually the descendants of mortals and djinni. They can bound through the air effortlessly, and often bear other signs of their elemental lineage, such as a slight aura of fog, pale blue skin, or hair that stands on end.
Cantrips: Floating Disk
Damage Resistance: Sonic
Language: You can read and write Primordial and speak its Auran dialect.
Bounding Leap
Your jump height and distance are doubled. Thus, your running long jump distance is 2 x your strength score, and your jump height is 2 x (3 + your strength modifier).
In Elkan, air genasi are most common in the small maritime towns near the Blasted Steppes. There, a massive portal to the Plane of Air in the sky is used by djinni and elementals to exile their criminals to the Material Plane in Elkan. There, they often terrorize the settlers, but many come to live among mortals and accept their new lives there. Their descendants are usually Genasi.
Earth Genasi
Earth genasi are usually the descendants of mortals and dao. They are dense and strong as stone, and often bear other signs of their elemental lineage, such as earthen brown-grey skin, a wide build, or rocky protrusions from their body.
Cantrips: Mending
Damage Resistance: Electric
Language: You can read and write Primordial and speak its Terran dialect.
Sturdy
You have advantage on any saving throw against an effect that would knock you prone or push you.
In Elkan, earth genasi rarely congregate in groups. The Plane of Earth itself is so hostile that the tunnel cities there are constantly shifting, and mortals almost never live there. On the Material Plane, it's said that the portal to the Plane of Earth is deep below the Ashen Mountains on the Morventry border, but the tunnels of the underworld in the region are extremely hostile. There is a rumored secret organization of earth genasi on the pirate island of Lennington, but most genasi don't have a sense of community or connection to their home.
Fire Genasi
Fire genasi are usually the descendants of mortals and efreeti. They can harmlessly ignite their hair, eyes, or other body parts, and often bear other signs of their elemental lineage, such as a burnt smell, red skin, or flame-like hair.
Cantrips: Produce Flame
Damage Resistance: Fire
Language: You can read and write Primordial and speak its Ignan dialect.
Living Lantern
You harmlessly ignite a part of your body: your hair, your eyes, or even your skin, shedding light for all to see.
Bonus Action - Self - Magical
You shed bright light in a 30 ft. radius and dim light for another 30 ft. beyond that (60 ft. total). If you become unconscious or use this ability again, the light goes out.
Fire genasi in Elkan are rare. The main entrance to the Elemental Plane of Fire, the Solar portal platform known as Sol, is the planet's source of sunlight, and angels control traffic through that portal strictly. Genasi are often the children of summoned elementals, or mortal planar travelers who had affairs while in the Plane of Fire.
Water Genasi
Water genasi are usually the descendants of mortals and marids. They glide through water with ease and can easily adapt to being underwater. They often bear other signs of their elemental lineage, such as rippling blue skin, translucent or morphing hair, or appearing as if perpetually soaked.
Cantrips: Rain
Damage Resistance: Acid
Language: You can read and write Primordial and speak its Aquan dialect.
Swim Speed: Equal to walking speed.
Amphibious